[project1dev] Re: Items left for milestone

From: Chris Riccobono <crysalim@xxxxxxxxx>

To: project1dev@xxxxxxxxxxxxx

Date: Sun, 3 May 2009 02:01:30 -0700

Hell yeah Alan, I was just trying to take off some pressure of doing
the editor - but trust me that I think it's priority number 1 right
now. :)
As soon as you grind that out we will be able to do a ton more, just
like you said.
On Sun, May 3, 2009 at 1:39 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> Chris we have all of the art peices that we need to finish walling up the
> cave pretty much. The only missing peice i can think of is walls for where
> the ground slopes down.
>
> Also, what you are refering to as Wurmz' art is actually my art. He made
> new textures for it recently but the 3d models are still the models I made.
>
> There's no reason they have to be so low poly. We may keep them that way
> for the cave just to get through this milestone and onto the next thing, but
> we aren't shooting for low poly, we aren't making a DS game :P
>
> Also, I already have a solution for the shadows thing, I just need to
> implement it.
>
> And, I think the editor is more important than making shadows work.
>
> If i make the editor, map building will get about 10 times easier, and
> people who can't script or don't want to script will be able to use a
> WYSIWYG system for creating the geometry of a level.
>
> Basically if i make an editor, i increase our whole teams productivity and
> enable people to do things they can't currently do.
>
> If i fix the shadows, all that happens is the game gets a little prettier,
> and it's still a pain in the ass and takes a long time for people to edit
> maps.
>
> Its a no brainer to me that the editor is more important.
>
>
>
> On Sun, May 3, 2009 at 12:12 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:
>>
>> I totally agree with this list. #2 of coding (allowing things not on
>> screen show shadows) sounds like it would completely fix the shadow
>> problems, too. Maybe doing something like allowing up to 1/4 of
>> what's not on screen be the "real" screen as far as what is rendered
>> for shadows... I don't know how much of a waste of resources this
>> would be tho..
>>
>> As for walling up the cave, it is a bit tedious but we are moreso
>> waiting for specific art to fill in holes. So that should be a bigger
>> priority than making the level editor. I mean, that would totally
>> rock to have, but I just want you to know that even if we can make
>> layouts very simply, it's meaningless without art to make it with!
>>
>> Wurmz' art was perfect in many ways - very low poly count, and each
>> vert was done in very easy to manage lengths (20, 30, 40 length, very
>> easy to modify in scripting). So if we could get more of these pieces
>> in, I would explode with glee.
>>
>> On Sat, May 2, 2009 at 2:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>> > That sounds about right. We are pretty damn close
>> >
>> > On Sat, May 2, 2009 at 10:11 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>> > wrote:
>> >>
>> >> Hey Guys,
>> >>
>> >> Figure'd I'd organize things a lil. After we get going a little more I
>> >> hope to get a friend of ours to be the producer for our game and do
>> >> stuff
>> >> like this (:
>> >>
>> >> Here's the list of what we have left for the milestone. Items which
>> >> are
>> >> blocked by other tasks needing to be done first are in red. Items that
>> >> aren't blocked are in blue.
>> >>
>> >> If I'm missing anything, or anything on this list is wrong let me know!
>> >>
>> >> Art:
>> >> #1 - props for the cave (mining picks, rail cars, piles of rubble, that
>> >> kind of stuff)
>> >> #2 - lighting pass for the cave: (Waiting for cave to be decorated and
>> >> finished)
>> >> #3 - animation for miners walking around
>> >> #4 - animation for miners mining the walls
>> >> #5 - animation for boss monster ambushing you
>> >> #6 - combat animation for miners in combat (just an idle animation)
>> >> #7 - combat animation for boss monster (just an idle animation)
>> >> #8 - cave battle arena art (just a 3d backdrop for combat, unless we
>> >> are
>> >> ok with what we have right now) Probably blocked until we have the
>> >> cave
>> >> decorated with a lighting pass.
>> >>
>> >> Scripting / Building:
>> >> #1 - finish enemy pathing
>> >> #2 - make the cave in things happen after boss fight
>> >> #3 - make a stationary mining enemy that doesn't path
>> >> #4 - make a boss enemy that ambushes you at the right time
>> >> #5 - make a boss combat enemy
>> >> #6 - finish walling the cave: can be done right now, but tedious. I'm
>> >> going to try and get a level editor working this weekend to make this
>> >> easier
>> >> #7 - finish decorating cave: waiting on art to decorate the cave with
>> >> #8 - finish placing monsters
>> >> #9 - balance the boss fight. Waiting on boss to ambush you and a boss
>> >> enemy script to be made.
>> >> #10 - re balance the combat after all the enemies and boss are placed
>> >>
>> >> Coding:
>> >> #1 - make animated models cast shadows correctly
>> >> #2 - make it so models not on screen can still cast shadows on screen
>> >> so
>> >> we don't have shadow "popping"
>> >> #3 - should have a basic level editor working
>> >
>> >
>>
>
>